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Takofane's Undead Minions


Gary

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I've been toying around with various Takofanes Undead minions. For the most part, they're tougher than the equivalent undead from the Bestiary since they're built to challenge Supers rather than Heroic level characters.

 

For today, I'm going to post up 3 versions of the Lich, Death Knight, and Ghost. I'll do other undead at a later date.

 

Here is the 800 point Lich:

 

25	Str	15
20	Dex	30
23	Con	26
15	Body	10
28	Int	18
20	Ego	20
20	Pre	10
2	Com	-4
20	PD	15
20	ED	15
6	SPD	30
10	Rec	0
46	End	0
40	Stun	0
	185

100	VPP
80	Control Cost Magic Only Change as 0 Phase
23	Magic Skill 25-
40	Magic Item Pool
10	Control Cost OIF at least changes between adventures
50	Full Life Support
35	Detect Life and Magic Targetting Sense Range Analyze
20	Healing Regeneration 1 body Resurrection (Phylactory) 0 End Persistent Self Only (-1/2) Extra Time 1 Body/Turn (-1) Resurrection Only (-1/2)
60	50% DR Physical and Energy
20	Damage Resistance 20/20
15	Power Defense 15 pts
15	Mental Defense 19 pts
20	Knockback Resistance -10"
10	+20 Pre Defense Only
30	15" Flight 0 end OIF
20	Universal Translator 15-
3	Scholar
7	Necromancy 20-
7	Demonology 20-
7	Turakanian Theurgy 20-
4	2 more Knowledge Skills at 15-
9	3 more Skills at 15-
30	3 Overall Levels


615	

800 Total Points

 

This Lich is one of Takofane's mightiest minions. He was either an opposing sorceror who Tak enslaved (in a process similar to the Taken in Glen Cook's Black Company series) or is a simulacra or avatar of Tak himself.

 

He's pretty tough and shouldn't be sent against starting characters with a 100 pt VPP, 40 pt Magic Item gadget pool, and fairly tough defenses.

 

The 800 point Lich takes charge of special missions such as when Tak needs possession of an major artifact or elimination of a bothersome superhero team. He usually controls a team of 4-8 lesser undead and might have a Death Knight assigned as a bodyguard when expecting heavy opposition.

 

These undead are fairly valuable to Tak since there is a limited number of sorcerors that he has enslaved. If he uses an avatar of himself instead of an enslaved sorceror, then he loses a bit of power if the avatar dies. This is really tough to do however, if the party doesn't find the Lich's phylactory.

 

Personalitywise, treat the 800 point Lich as a lesser version of Takofanes himself. He's very intelligent and not quite as contemptuous of lesser creatures if only because he recognizes that he's not as powerful as Tak and that teams of lessers or single entities of great power can overwhelm him. For any given mission, allocate his magic item gadget pool to deal with whatever opposition he expects in his mission.

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Re: Takofane's Undead Minions

 

Here is the 600 point Lich:

 

25	Str	15
20	Dex	30
23	Con	26
15	Body	10
28	Int	18
20	Ego	20
20	Pre	10
2	Com	-4
20	PD	15
20	ED	15
5	SPD	20
10	Rec	0
46	End	0
40	Stun	0
	175


80	VPP
64	Control Cost Magic Only Change as 0 Phase
19	Magic Skill 23-


50	Full Life Support
35	Detect Life and Magic Targetting Sense Range Analyze
20	Healing Regeneration 1 body Resurrection (Phylactory) 0 End Persistent Self Only (-1/2) Extra Time 1 Body/Turn (-1) Resurrection Only (-1/2)
60	50% DR Physical and Energy
20	Damage Resistance 20/20
10	Power Defense 10 pts
10	Mental Defense 14 pts
10	Knockback Resistance -5"
5	+10 Pre Defense Only


3	Scholar
5	Necromancy 18-
5	Demonology 18-
5	Turakanian Theurgy 18-
4	2 more Knowledge Skills at 15-

20	2 Overall Levels


425	

600	

 

The 600 point lich is in most ways like his big brother, just not as powerful. The biggest changes are that he has no magic item magic pool and has only a 80 pt VPP instead of 100.

 

These are greater sorcerers who were enslaved in the past, or avatars when Tak doesn't want to spare the power. They lead missions of moderate importance or when Tak needs to deal with lower powered super opposition. Otherwise treat their personalities the same as the 800 pt version.

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Re: Takofane's Undead Minions

 

Here is the 500 pt version of the Lich:

 

25	Str	15
20	Dex	30
23	Con	26
15	Body	10
28	Int	18
20	Ego	20
20	Pre	10
2	Com	-4
20	PD	15
20	ED	15
5	SPD	20
10	Rec	0
46	End	0
40	Stun	0
	175

60	VPP
48	Control Cost Magic Only Change as 0 Phase
15	Magic Skill 21-


50	Full Life Support
35	Detect Life and Magic Targetting Sense Range Analyze
20	Healing Regeneration 1 body Resurrection (Phylactory) 0 End Persistent Self Only (-1/2) Extra Time 1 Body/Turn (-1) Resurrection Only (-1/2)
60	50% DR Physical and Energy
10	Damage Resistance 10/10
10	Power Defense 10 pts
8	Mental Defense 12 pts

3	Scholar
2	Necromancy 15-
2	Demonology 15-
2	Turakanian Theurgy 15-

 

The Turakanian Age produce many archmages of great power. Sadly many of them died trying to defeat Takofanes. Here is one of the many sorcerors who tried and failed.

 

The big difference in this version is that he has only a 60 pt magic pool and fewer skill levels. He's also a better match if facing a starting 350 pt party.

 

As a note, liches shouldn't be less than 500 pts as a rule. They are command creatures and shouldn't be cannon fodder.

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Re: Takofane's Undead Minions

 

Here is the 800 pt Death Knight:

 

50	Str	40
26	Dex	48
33	Con	46
20	Body	20
18	Int	8
20	Ego	20
30	Pre	20
2	Com	-4
10	PD	0
10	ED	3
6	SPD	24
17	Rec	0
66	End	0
62	Stun	0
	225


30	 15 PD 15 ED Armor OIF
45	3d6 HKA Armor Piercing (+1/2) 0 End (+1/2) OAF Sword (-1) (5d6 with Str)
60	 1/2 Damage Reduction Physical and Energy Resistant
10	 10/10 Damage Resistance
7	  +3 DCV OIF Shield (-1/2) Only Frontal Attacks (-1/2)
22	 Spatial Awareness Life Sense
15	 Find Weakness 12- with Sword
5	  8 Pts Flash Defense OIF Visor (-1/2)
10	 5" Knockback Resistance
10	 10 Pts Power Defense
10	 14 Pts Mental Defense
2	  +1" Running
50	 Full Life Support

72	90 Multipower Darkest Sorcery All Slots Incantations (-1/4)
4	  Power Word Kill 6d6 RKA 3 Chgs (-1.25)
4	  Power Word Blind 9d6 Flash Area Effect Cone (+1) 3 Chgs (-1.25)
4	  Power Word Stun 7d6 AVLD Power Defense (+1.5) 3 Chgs (-1.25)
7	  Dispel Magic 24d6 Dispel Any 1 Magic Effect (+1/4)
7	  Fear 4 1/2d6 Pre Drain Area Effect Cone (+1)
7	  Weakness 4 1/2d6 Str Drain Area Effect Cone (+1)
7	  Darkness 6" to Sight 0 End (+1/2)
7	  Wall of Force 13/13 Force Wall 1/2 End (+1/4) 4" Width
7	  Combat Teleport 30" Teleport 0 End (+1/2)
7	  Long Range Teleport 10" X2000 (40 km) Safe Blind (+1/4)
2	  Extradimensional Movement Anywhere in Lower Planes

45	 VPP Lesser Sorceries
53	 Control Cost Cosmic (+2) Magic Only (-1/4)

509	



3	  Breakfall 14-
3	  Oratory 15-
3	  Riding 14-
3	  Tactics 13-
4	  +2 OCV with Sword
6	  +2 CSL with Darkest Sorcery
10	 +2 CSL with HTH
10	+1 Overall Level
20	 Universal Translator 13-
4	  WF Common Melee Common Missile

66	 Total Skills Cost

800

 

The 800 pt Death Knight represents one of the many great warriors who challenged Takofanes in the past and lost. He has been infused with mighty necromantic energy in his unlife. In a word, he is a killing machine usually leading a small army of undead when dealing with powerful opposition. He is adept tactically and can improvise when fighting superpowered opposition. He might also be the 2nd in command of a critical mission led by a lich.

 

In combat, he usually leads off with Power Word Blind against a team of supers. He relishes fighting with his sword, but usually doesn't try to find weakness unless his opponent is tougher than expected. The Darkness gives him a great advantage in combat because his Life Sense can see through it.

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Re: Takofane's Undead Minions

 

Here is the 600 point Death Knight:

 

45	Str	35
26	Dex	48
28	Con	36
20	Body	20
18	Int	8
18	Ego	16
25	Pre	15
2	Com	-4
9	PD	0
9	ED	3
6	SPD	24
15	Rec	0
56	End	0
57	Stun	0
	201


30	 15 PD 15 ED Armor OIF
30	2d6 HKA Armor Piercing (+1/2) 0 End (+1/2) OAF Sword (-1) (4d6 with Str)
60	 1/2 Damage Reduction Physical and Energy Resistant
10	 10/10 Damage Resistance
7	  +3 DCV OIF Shield (-1/2) Only Frontal Attacks (-1/2)
22	 Spatial Awareness Life Sense

5	  8 Pts Flash Defense OIF Visor (-1/2)
10	 5" Knockback Resistance
10	 10 Pts Power Defense
10	 14 Pts Mental Defense
2	  +1" Running
50	 Full Life Support

60	75 Multipower Darkest Sorcery All Slots Incantations (-1/4)
3	  Power Word Kill 5d6 RKA 3 Chgs (-1.25)
3	  Power Word Blind 7.5d6 Flash Area Effect Cone (+1) 3 Chgs (-1.25)
3	  Power Word Stun 6d6 AVLD Power Defense (+1.5) 3 Chgs (-1.25)
6	  Dispel Magic 20d6 Dispel Any 1 Magic Effect (+1/4)
6	  Fear 3 1/2d6 Pre Drain Area Effect Cone (+1)
6	  Weakness 3 1/2d6 Str Drain Area Effect Cone (+1)
6	  Darkness 5" to Sight 0 End (+1/2)
6	  Wall of Force 11/11 Force Wall 1/2 End (+1/4) 3" Width
6	  Combat Teleport 25" Teleport 0 End (+1/2)
6	  Long Range Teleport 5" X2000 (20 km) Safe Blind (+1/4)
2	  Extradimensional Movement Anywhere in Lower Planes




359	



3	  Breakfall 14-
3	  Oratory 14-
3	  Riding 14-
3	  Tactics 13-
4	  +2 OCV with Sword
20	 Universal Translator 13-
4	  WF Common Melee Common Missile

40	 Total Skills Cost

600	

 

The 600 point Death Knight is like his big brother except somewhat lower power level and no magic pool. Tactically and personalitywise, he works the same way.

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Re: Takofane's Undead Minions

 

Here is the 500 point Death Knight:

 

45	Str	35
26	Dex	48
28	Con	36
15	Body	10
18	Int	8
18	Ego	16
20	Pre	10
2	Com	-4
13	PD	4
13	ED	7
6	SPD	24
15	Rec	0
56	End	0
52	Stun	0
	194


30	 15 PD 15 ED Armor OIF
30	2d6 HKA Armor Piercing (+1/2) 0 End (+1/2) OAF Sword (-1) (4d6 with Str)

10	 10/10 Damage Resistance
7	  +3 DCV OIF Shield (-1/2) Only Frontal Attacks (-1/2)
22	 Spatial Awareness Life Sense



10	 10 Pts Power Defense
10	 14 Pts Mental Defense
2	  +1" Running
50	 Full Life Support

52	65 Multipower Darkest Sorcery All Slots Incantations (-1/4)
2	  Power Word Kill 4d6 RKA 3 Chgs (-1.25)
2	  Power Word Blind 6d6 Flash Area Effect Cone (+1) 3 Chgs (-1.25)
2	  Power Word Stun 5d6 AVLD Power Defense (+1.5) 3 Chgs (-1.25)
5	  Dispel Magic 17d6 Dispel Any 1 Magic Effect (+1/4)
5	  Fear 3d6 Pre Drain Area Effect Cone (+1)
5	  Weakness 3d6 Str Drain Area Effect Cone (+1)
5	  Darkness 4" to Sight 0 End (+1/2)
5	  Wall of Force 10/10 Force Wall 1/2 End (+1/4) 2" Width
5	  Combat Teleport 21" Teleport 0 End (+1/2)
5	  Long Range Teleport 5" X500 (5 km) Safe Blind (+1/4)
2	  Extradimensional Movement Anywhere in Lower Planes




266	



3	  Breakfall 14-
3	  Oratory 13-
3	  Riding 14-
3	  Tactics 13-
4	  +2 OCV with Sword
20	 Universal Translator 13-
4	  WF Common Melee Common Missile

40	 Total Skills Cost

500	

 

This version of the Death Knight can be used to fight starting characters, as long as it isn't 1 on 1. He has lower overall defenses than his big brothers and is not quite as tough.

 

As a note, Death Knights shouldn't be less than 500 pts as a rule. They are command creatures and shouldn't be cannon fodder.

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Re: Takofane's Undead Minions

 

Here is the 800 point Ghost:

 

10	Str	0
20	Dex	30
23	Con	26
10	Body	0
23	Int	13
26	Ego	32

20	Pre	10
10	Com	0
15	PD	13
15	ED	10

6	SPD	30
7	Rec	0
46	End	0
27	Stun	0
	164


60	Desolidification 0 End (+1/2) Persistent (+1/2)  Inherent (+1/4) Always On (-1/2)

140	Magic Jar Mind Control 20D6 0 End (+1/2) Affects Solid World (+2) No Range (-1/2) Must Achieve +30 (-1/2) Must Remain in Contact With Target (-1/2)

20	Affects Solid World with 10 Str
50	Full Life Support
5	Clinging Linked to Mind Control (-1/2) Must stay inside Mind Control target (-1/2)
22	Spatial Awareness Life Sense
60	50% DR Physical and Energy

20	Power Defense 20 pts
20	Mental Defense 25 pts


45	Airwalking 15" Flight 0 end

6	+3 Levels with Mind Control

80	VPP
64	Control Cost Magic Only Change as 0 Phase
19	Magic Skill 23-

10	Mind Slave 1 pip Mental Transform 0 End (+1/2) Affects Solid World (+2) Continuous (+1) Uncontrolled (+1/2) No Range (-1/2) Must Remain in Contact With Target (-1/2) Linked with Mind Control (-1/2)

15	5 Selected Skills
636	

800	

 

Warning, this ghost is virtually impossible for a party to stop unless they have characters designed to stop desolidified opponents.

 

This version of the ghost was a mighty sorceror in life.

 

The Ghost's major ability is to take over your body. If his 20d6 mind control succeeds at +30, he anchors himself to your body using his clinging str to stay inside your body. If you don't succeed in a breakout roll in a certain number of phases (depending on your ego), the control becomes permanent as the Ghost's ego transform zaps you.

 

The ghost is sent on solo assassination or spying missions and he's frighteningly good at his job.

 

Due to the fact that he was a sorceror, he has not developed the inherent abilities of the ghost to its fullest, instead depending on magical powers to see himself through most situations.

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Re: Takofane's Undead Minions

 

Here is the 600 point Ghost:

 

10	Str	0
20	Dex	30
18	Con	16
10	Body	0
13	Int	3
23	Ego	26

20	Pre	10
10	Com	0
15	PD	13
15	ED	11

5	SPD	20
6	Rec	0
36	End	0
24	Stun	0
	129


60	Desolidification 0 End (+1/2) Persistent (+1/2)  Inherent (+1/4) Always On (-1/2)

140	Magic Jar Mind Control 20D6 0 End (+1/2) Affects Solid World (+2) No Range (-1/2) Must Achieve +30 (-1/2) Must Remain in Contact With Target (-1/2)

20	Affects Solid World with Str
50	Full Life Support
5	Clinging Linked to Mind Control (-1/2) Must stay inside Mind Control target (-1/2)
22	Spatial Awareness Life Sense
60	50% DR Physical and Energy

10	Power Defense 10 pts
10	Mental Defense 15 pts


30	Airwalking 10" Flight 0 end

10	Mind Slave 1 pip Mental Transform 0 End (+1/2) Affects Solid World (+2) Continuous (+1) Uncontrolled (+1/2) No Range (-1/2) Must Remain in Contact With Target (-1/2) Linked with Mind Control (-1/2)

37	55 Multipower Not in Direct Sunlight (-1/2)
4	Ghost Aura 1d6 Drain Str, Int, Ego, Pre (+1) Pre Affects Solid World (+2) Area Effect Radius (+1) 0 End (+1/2)
4	Aging Touch 1/2d6 HKA NND (+1) Does Body (+1) Affects Solid World (+2) 0 End (+1/2)
2	Fear +50 Pre Offense Only (-1)
4	Invisibility to Sight Sound Smell 0 End


3	1 Selected Skill
471	

600	

 

Due to the fact that this version of the ghost was never a sorceror, he has spent more time developing the inherent powers of a ghost. He can turn invisible, age someone to death, or scare them. He can actually manifest such a powerful aura of malevonence that people become weak, confused, and fearful in the aura.

 

He can take over people's bodies and does so as first preference, but is still dangerous even when unable to.

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Re: Takofane's Undead Minions

 

Here is the 350 point version of the Ghost:

 

10	Str	0
20	Dex	30
10	Con	0
10	Body	0
10	Int	0
13	Ego	6

20	Pre	10
10	Com	0
10	PD	8
10	ED	8

5	SPD	20
4	Rec	0
20	End	0
20	Stun	0
	82


60	Desolidification 0 End (+1/2) Persistent (+1/2)  Inherent (+1/4) Always On (-1/2)

20	Affects Solid World with Str
50	Full Life Support

5	Power Defense 5 pts
5	Mental Defense 8 pts

30	Airwalking 10" Flight 0 end

73	110 Multipower Not in Direct Sunlight (-1/2)
7	Ghost Aura 2d6 Drain Str, Int, Ego, Pre (+1) Pre Affects Solid World (+2) Area Effect Radius (+1) 0 End (+1/2)
7	Aging Touch 1d6+1 HKA NND (+1) Does Body (+1) Affects Solid World (+2) 0 End (+1/2)
2	Fear +50 Pre Offense Only (-1)
4	Invisibility to Sight Sound Smell 0 End

3	1 Level with Multipower
2	1 Level with Aging Touch

268	

350		

 

This version of the ghost never developed the ability to take over a victim's body. He is more of a straightforward combatant and has further developed his other inherent ghostly powers. He's virtually impossible to stop unless you can affect desolidified, in which case he becomes almost ridiculously easy to defeat.

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